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Everything posted by c4p
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Status of 0.62 on Experimental Branch
c4p replied to Baty Alquawen's topic in PC Experimental Updates
3.3GB! -
I was able to play a nice session this evening. Made my way from Cherno, through Zeleno, Green Mountain to Altar and than further north. No major bugs, just visual bugs, some desync/delay while using items or open doors, no ctd. Crafted various items, broke them, crafted other stuff again, no problems, worked for me. Met a nice guy called "survivor" at the beginning in Cherno. We fought some infected at the tents and had a small talk, than he left. On my way I heard some shots here and there, it was really intense, espacially in a foggy enviroment. I also had much fun watching the infect jumping or fences and walls. The animation looks awesome, I hope we will see more stuff like this, particularly more different animations for each move. Can't wait to see 0.60 hits stable, but the SR was pretty clear, that it won't be happen anytime soon. Still great improvements in this patch!
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Nice Status Report! Thank you for your hard work dev team! question: - When the "New Audio Technology from Arma 3 Eden Update" will be implemented, will you use the current placeholder sounds or will the sounds be changed to the new ones (ambient and others), which we heard in a dev video awhile ago? Thanks.
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Status are working for me in 1st/3rd person view. We had such a bug before, try to take little damage (infected hit, fall, shot in the leg), that helped in the past to get the status working again.
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Finally, I could join a server for an hour and it was amazing! It is so smooth, I wouldn't believe it, if I hadn't played it. I had some frame drops in Elektro down to ~40fps, but just for one second, so not the norm. (Elektro~55-75fps; Gorka~60-85; Orlovets~80-100fps; woods/fields~100-140fps @ Xeon1230v3,GTX780,8GBRam,SSD) and yes there are more bugs, but it's just amazing. Im really impressed, very well done devs :-) Thank you for your hard work. It was worth the time! Now I'm even more excited for the future of DayZ and can't wait so see this running with the new player controller <3 It will be feel like an entirely new game.
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removed all parameters, but still "connection failed". I think that's because many many players try to join the server in every second^^ @ori42 uncheck password. typing works for me, maybe ping setting?
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yeeeeaaaaahhhhhh :-D thank you so much devs :-* Can't wait til the servers are online!
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- Are public servers still a feature of 1.0? If yes, how do you plan to stop ghosting (two squads fighting; one guy logs out,joins another server->behind the enemy lines->logs out; joins back on the first server to kill the enemies) and server hopping for loot? - How will moving things like engines or other heavy parts be designed? Will one player alone be able to carry e.g. an enigne in hands, on back, inside backpack? Or will we need other survivors to carry together heavy things in hands? Maybe other craftable/lootable tools to support the survivor on his way (trailers)? Thank you for your time! :-)
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I think he meant the Q&A-design-tread :-) your third question: Performance will be improved for old/less powerful hardware/laptops, but don't expect miracles though. DX9 will not be supported in the future, bad for people with very old hardware, but gamers should have DX11 gpus already and good for the game/tech. Especially the cpu usage will be lowered and DayZ will have multicore support; this will be the biggest improvement beside DX11 (DX12 will be added later to Enfuison and highly likely ported to Arma3)
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- reworked Tulga, Elektro and Cherno - infected in many different looks (I don't know if they are confirmed for .60) - new UI (and menu) edit: and no eta for .60
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you're fast^^ it looks really nice! hope we see that for players too in the future :)
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The best thing so far for me are the new infected animations. They are jumping over fences/walls and it looks really nice. Hope we see that with the new player controller for the players too. Not many bugs, bit rubberbanding due to bad connection at PAX, textures not loading on infected, less/no loot but nothing gamebreaking, at least for me. We had more worst updates in the past I guess. UI looks ok, you can zoom on your char in the inventory screen. Performance looks definitively better as far as I can tell though the stream, no huge frame drops in Elektro...I'm looking forward to it. edit: a couple of map changes; ski lift looks awesome!
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If I remember correct, the devs confirmed that it will be possible to walk while aim down sights with the new player controller, but I guess you won't hit any target while moving. We'll see many improvements in character movement, even melee will be alot better, according to the devs. I'm really excited about 0.6 with the new renderer and UI, but I'm much more excited about the new player controller, I think this will be the real game changer.
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A few thoughts on.. (Difficulty, Modding, etc)
c4p replied to Hicks_206 (DayZ)'s topic in News & Announcements
I hope NOT! There should be ONE game called DayZ. A harsh, unforgiven enviroment where everyone has to fight with teamwork agains hunger, thirst, infected, etc. and sometimes players to survive. If they are starting the base game with different modes, it will split the commmunity even more. Why does DayZ need more than one mode? I can't see the reason, easy mode will come with mods. We don't need that from the devs. Don't get me wrong, I love mods, some of my favorit games were mods in the past, but in case of DayZ I'm not sure if it's good for the experience itself...we'll see. I want mods for DayZ too, but I fear it will end as in the mod with very very few vanilla servers with even fewer players... -
hehe, sticks, apples, berries, ponds - that was it^^ sounds great! Really nice report devs! Thank you. I'm looking forward to actually play it! :-) edit: header image is missing for me
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Hey @S3V3N, normally I agree with you, but this point is invalid. Yes, the devs from SC have better communications, which I really appreciate, but there is a huge reason they can communicate in this detail with their customers. The players are paying for this informations. I wrote it before somewhere here on the forums. Thousands of people paying 10$ or 20$ per month, over years! just for the infos. I bet, if they wouldn't have the subscribers, we wouldn't get that much and detailed infos. The ships in SC aren't made that fast. I think the only ship which was made really fast from concept to fly-ready was the Sabre, because they need it for Squadron42(SP). The Redeemer for example is 1,5 years hangar-ready and still not fly-ready. Or other ship which were sold for 600$ or more are still not ready, not one of them. Also they have a team of more than 300 people, just for Squadron42 and Star Citizen. They can share all assets, animations, vehicles and stuff, it's the same universe. DayZ, TKOM, Arma3 are all different. You can't use the same models, animations and so on for these different games. Do we really know how many people are developing DayZ? Maybe Bohemia shares people between the games (Arma3, Take on Mars and Dayz) e.g. the sound guy, coders, etc. but pure speculation here! There are three big games, two in EA and one still in development with many improvements. TKOM should become a very small game, "NASA"Simulator, where you can send drones to the moon and mars and explore it. Now we have SP+MP both with manned mission, where you can build your own base with life support, horticulture and what-not on moon/mars. Again, I don't know if employees were shared between the games, but this COULD be a reason why things are delayed, but pure speculation. Overall, I'm not that happy with the development of DayZ, too atm. But as I have nearly no understanding of developing a game, like nearly everyone of us players, I can't tell you wants wrong. Only the devs can with better communication. Sadly, the tweet from yesterday "it's coming sooner than folks think" is a bad example of communication with the community.
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I personally would say this is the truth for me. In 3pp it's not DayZ for me, even on 3pp servers, I play in 1pp but I don't think they will remove it from DayZ. DayZ is 1pp and private hive, no wall peeking, mil hopping and ghosting...at least for me. These things make it too easy, maybe this will change in the future but I doubt it. How should the devs balance this? The only balance is remove 3pp and public hives from the game.
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sounds awesome!! :-D I have some question if it's ok. Do you have to install the base stations even if you want to sit down and play a cockpit sim like space or racing simulations? I guess yes, right? The bases are tracking both the headset and the controllers, right? How many USB connections to the PC are needed? How long are the USB and HDMI cables? Can you wear normal headphones/headsets? I have the Beyerdynamic DT-990 Pro and would like to use it with an HMD. Is the front camera well enough to recognize the keys on the keyboard? I browsed though the steam store and saw some games are for Rift only, like Subnautica. Are they working with the Vive too, but not officially supported? You know something about this? Thanks mate! :-) edit: sry for off topic. I though maybe others are interessted too
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Hello :-) no it's not possible, at least for now. I thinks it's planned to release the server tools in the future, but not 100% sure.
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thanks mate, but it was posted already :-)
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A Few Thoughts on.. (Deadlines, Roadmaps, etc)
c4p replied to Hicks_206 (DayZ)'s topic in News & Announcements
@themightylc I understand your point and I know the devs COULD do it as you said. You know "Take on Mars", it's a Bohemia game, also in EA. There are: the main branch(=stable), developers branch(exp), test branch(pre-exp?), and legacy brach(older stable version). Maybe this is not possible in Dayz development while they are coding new engine parts...idk. But I would like to see more builds to test, too :-) -
lucky man! I want a vive, too. But I will wait until later this year I think :-) Yes ofc you need much power. I guess for DayZ1.0 (if it happens) or other ambitious games you'll need an hexacore, 2 gtx1080/490x (one gpu for each eye), ddr4(16gb) and ofc a ssd - minimum. Yes, I can understand this. I just hope we will see it one time. I mean it's a risk, because nobody knows how many VR devices will be sold. But if there are no or just very little ambitious games, which use the tech, "nobody" will buy it. I for one haven't preordered one, because I don't know if good games will be released. Would I know that we will get VR-support for DayZ, Arma3, AC, BF, SC, and what-not, I would have preordered one already. The only newer shooter which was announced for VR is Battlefront, I think... But thanks for your answer so far, SMoss :-)
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DayZ (and Arma3) should support VR, absolutely! We have no tracking shots, as in other, scripted FPS titles. This is pefect for VR. No headbob, be able to move your head at any time (=while animations run) this would massively reduce the motion sickness. Sure you need a very powerful PC and it wouldn't be possible with the current enigne, but with all the new tech, improvements, we could see this happen on day. Maybe not a high prority right now, but in beta or shortly after 1.0 would be great. Let's see what the future brings :-)
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That's the point. It's shouldn't be intrusive, ideally a keybind to set on or off. But I haven't played a game in the past, which doesn't break the immersion in the carfting mode. It always looked wrong to me, but I have no idea how such a features could be implemented "more immersive"...
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sounds great, thank you devs! really exited and I'm looking forward to it :-) note: any words to the Q&A?